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Lithia
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Lithia/pksrc/lscripts/PickupEffects.dec

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actor Lith_ItemGlow
{
RenderStyle "Add"
Alpha 0.7
Scale 0.1
Translation "112:127=168:183", "5:15=185:185", "224:231=168:171"
+NOINTERACTION
+NOTIMEFREEZE
states
{
Spawn:
PBAL A 0
PBAL A 0 A_JumpIf(CallACS("LWData", wdata_noitemfx), "Nope")
PBAL A 0 A_JumpIf(CallACS("LWData", wdata_pclass) == pcl_marine, "SpawnDone")
PBAL C 0 A_JumpIf(CallACS("LWData", wdata_pclass) == pcl_cybermage, "SpawnDone")
PBAL D 0 //A_JumpIf(CallACS("LWData", wdata_pclass) == pcl_informant, "SpawnDone")
SpawnDone:
"####" "#" 5 bright
"####" "#" 1 bright A_FadeOut(1.0 / 35.0)
wait
Nope:
TNT1 A 0
stop
}
}
actor Lith_WeapGlow : Lith_ItemGlow
{
Translation "112:127=197:207", "224:231=192:199"
states
{
Spawn:
PBAL A 0
PBAL A 0 A_JumpIf(CallACS("LWData", wdata_brightweps), "SpawnBright")
goto Super::Spawn
SpawnBright:
PBAL A 0 A_SpawnItemEx("Lith_ItemGlowBright")
stop
}
}
actor Lith_ItemGlowBright : Lith_ItemGlow
{
Translation "112:127=192:207", "224:231=192:194"
}
actor Lith_UpgrGlow : Lith_ItemGlow
{
Translation "None"
}
actor Lith_ItemSprite
{
+NOINTERACTION
+NOTIMEFREEZE
var int user_origx;
var int user_origy;
var int user_origz;
var int user_floatangle;
var int user_floatzangle;
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetUserVar(user_floatangle, random(0, 360))
TNT1 A 0 A_SetUserVar(user_floatzangle, random(0, 360))
TNT1 A 0 A_Jump(256, "Spr")
SpawnLoop:
"####" "#" 0 A_CheckFlag("SPECIAL", 2, AAPTR_MASTER)
"####" "#" 0 A_Jump(256, "Done")
"####" "#" 0 A_SetUserVar(user_floatangle, (user_floatangle + 2) % 360)
"####" "#" 0 A_SetUserVar(user_floatzangle, (user_floatzangle + 3) % 360)
"####" "#" 0 A_SetUserVar(user_origx, x * FIX)
"####" "#" 0 A_SetUserVar(user_origy, y * FIX)
"####" "#" 0 A_SetUserVar(user_origz, z * FIX)
"####" "#" 1 bright A_Warp(AAPTR_MASTER, cos(user_floatangle) * 4.0,
sin(user_floatangle) * 4.0,
16.0 + (sin(user_floatzangle) * 12.0),
0, WARPF_NOCHECKPOSITION)
"####" "#" 0 bright A_Warp(AAPTR_MASTER, -x + user_origx / FIX,
-y + user_origy / FIX,
-z + user_origz / FIX,
0, 0)
loop
Done:
TNT1 A 0
stop
}
}
actor Lith_ItemSpriteM : Lith_ItemSprite {VisibleToPlayerClass "Lith_MarinePlayer"}
actor Lith_ItemSpriteC : Lith_ItemSprite {VisibleToPlayerClass "Lith_CyberMagePlayer"}
// EOF